ActionScript 3.0 Bible, 2nd EditionISBN: 978-0-470-52523-4
Paperback
1008 pages
April 2010
This title is out-of-print and not currently available for purchase from this site.
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Introduction xli
Part I: ActionScript 3.0 Language Basics 1
Chapter 1: Introducing ActionScript 3.0 3
Chapter 2: ActionScript 3.0 Language Basics 15
Chapter 3: Functions and Methods 39
Chapter 4: Object Oriented Programming 51
Chapter 5: Validating Your Program 103
Part II: Core ActionScript 3.0 Data Types 111
Chapter 6: Text, Strings, and Characters 113
Chapter 7: Numbers, Math, and Dates 125
Chapter 8: Arrays 145
Chapter 9: Vectors 167
Chapter 10: Objects and Dictionaries 181
Chapter 11: XML and E4X 191
Chapter 12: Regular Expressions 225
Chapter 13: Binary Data and ByteArrays 257
Part III: The Display List 271
Chapter 14: Visual Programming with the Display List 273
Chapter 15:Working in Three Dimensions 301
Chapter 16: Working with DisplayObjects in Flash Professional 321
Chapter 17: Text, Styles, and Fonts 329
Chapter 18: Advanced Text Layout 367
Chapter 19: Printing 399
Part IV: Event-Driven Programming 407
Chapter 20: Events and the Event Flow 409
Chapter 21: Interactivity with the Mouse and Keyboard 429
Chapter 22: Timers and Time-Driven Programming 461
Chapter 23: Multitouch and Accelerometer Input 473
Part V: Error Handling 489
Chapter 24: Errors and Exceptions 491
Chapter 25: Using the AVM2 Debugger 505
Chapter 26: Making Your Application Fault-Tolerant 523
Part VI: External Data 531
Chapter 27: Networking Basics and Flash Player Security 533
Chapter 28: Communicating with Remote Services 561
Chapter 29: Storing and Sending Data with SharedObject 571
Chapter 30: File Access 589
Part VII: Sound and Video 603
Chapter 31: Playing and Generating Sound 605
Chapter 32: Playing Video 625
Chapter 33: Capturing Sound and Video 643
Part VIII: Graphics Programming and Animation 655
Chapter 34: Geometric and Color Transformations 657
Chapter 35: Programming Vector Graphics 687
Chapter 36: Programming Bitmap Graphics 733
Chapter 37: Applying Filters 769
Chapter 38: Writing Shaders with Pixel Bender 803
Chapter 39: Scripting Animation 835
Chapter 40: Advanced 3D 855
Part IX: Flash in Context 877
Chapter 41: Globalization, Accessibility, and Color Correction 879
Chapter 42: Deploying Flash on the Web 897
Chapter 43: Interfacing with JavaScript 905
Chapter 44: Local Connections between Flash Applications 911
Index 921